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Foreword | p. xxvii |
Preface | p. xxix |
Contributors | p. xxxiii |
Geometry | p. 3 |
Generating Complex Procedural Terrains Using the GPU | p. 7 |
Introduction | p. 7 |
Marching Cubes and the Density Function | p. 7 |
An Overview of the Terrain Generation System | p. 12 |
Generating the Polygons Within a Block of Terrain | p. 20 |
Texturing and Shading | p. 29 |
Considerations for Real-World Applications | p. 35 |
Conclusion | p. 37 |
References | p. 37 |
Animated Crowd Rendering | p. 39 |
Motivation | p. 39 |
A Brief Review of Instancing | p. 40 |
Details of the Technique | p. 42 |
Other Considerations | p. 50 |
Conclusion | p. 51 |
References | p. 52 |
DirectX 10 Blend Shapes: Breaking the Limits | p. 53 |
Introduction | p. 53 |
How Does It Work? | p. 56 |
Running the Sample | p. 66 |
Performance | p. 66 |
References | p. 67 |
Next-Generation SpeedTree Rendering | p. 69 |
Introduction | p. 69 |
Silhouette Clipping | p. 69 |
Shadows | p. 76 |
Leaf Lighting | p. 81 |
High Dynamic Range and Antialiasing | p. 85 |
Alpha to Coverage | p. 85 |
Conclusion | p. 88 |
References | p. 91 |
Generic Adaptive Mesh Refinement | p. 93 |
Introduction | p. 94 |
Overview | p. 95 |
Adaptive Refinement Patterns | p. 96 |
Rendering Workflow | p. 98 |
Results | p. 100 |
Conclusion and Improvements | p. 103 |
References | p. 104 |
GPU-Generated Procedural Wind Animations for Trees | p. 105 |
Introduction | p. 105 |
Procedural Animations on the GPU | p. 106 |
A Phenomenological Approach | p. 106 |
The Simulation Step | p. 113 |
Rendering the Tree | p. 117 |
Analysis and Comparison | p. 118 |
Summary | p. 119 |
References | p. 120}12 |
Metaballs, Smoothed Particle Hydrodynamics, and Surface Particles | p. 124 |
Constraining Particles | p. 127 |
Local Particle Repulsion | p. 135 |
Global Particle Dispersion | p. 140 |
Performance | p. 145 |
Rendering | p. 146 |
Conclusion | p. 147 |
References | p. 148 |
Light And Shadows | p. 151 |
Summed-Area Variance Shadow Maps | p. 157 |
Introduction | p. 157 |
Related Work | p. 158 |
Percentage-Closer Filtering | p. 159 |
Variance Shadow Maps | p. 161 |
Summed-Area Variance Shadow Maps | p. 174 |
Percentage-Closer Soft Shadows | p. 178 |
Conclusion | p. 181 |
References | p. 181 |
Interactive Cinematic Relighting with Global Illumination | p. 183 |
Introduction | p. 183 |
An Overview of the Algorithm | p. 184 |
Gather Samples | p. 186 |
One-Bounce Indirect Illumination | p. 188 |
Wavelets for Compression | p. 189 |
Adding Multiple Bounces | p. 192 |
Packing Sparse Matrix Data | p. 193 |
A GPU-Based Relighting Engine | p. 195 |
Results | p. 200 |
Conclusion | p. 201 |
References | p. 201 |
Parallel-Split Shadow Maps on Programmable GPUs | p. 203 |
Introduction | p. 203 |
The Algorithm | p. 205 |
Hardware-Specific Imp | |
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